Ok & for a vial combo, mid-screen, I just used mah noodle to conceive that i’ll only be doing j.hp ad j.hp SYRINGE (that’s what they are, so let’s all get into the habit of calling them as such!) c.hp (normal reps) & see if ips won’t bother me trying to sneak any dmg’ing normals in anywhere~
For corner: same startup, only after the two j.hp, QCF+HK, land c.mk hk x3, Syringe, then the usual c.hp reps (dmg won’t be drastically altered, but hey, it uses the syringe) i’ma see what else I can do once I hit the lab again :: seems you can get top-dmg without the green syringe, only leaving out hk & another c.hp~
WELP! I juss made new combos :: Out with the old, in with the new!
Double Relaunches! Making use of EACH normal (aside from useless j.HK) I was able to air-to-ground with both lk & lp alternatively to start a relaunch while saving a free air normal for the 2nd relaunch. Will post notations & dmg (including gas-shit, but I think the gas-combo up there^ is perdy complete? I’ll see__YAH I’M SPAMMING THIS THREAD WITH MY GG’NESS, SO WHAT?
Only thing I’ve been able to follow with is a spacing dependent air Checkmate Incision (236+PP) super
I personally haven’t run into the issue but Peacock is pretty small so I’m sure it happens to a lot of characters
Rushing in mindlessly will just get you pegged by projectiles, just try and find holes in the zoning and push in through those, if she teleports away then close distance as quickly as possible during her recovery. It’s a slow and annoying fight but once you get in Peacocks buttons aren’t overly threatening so push the advantage there and if you get a knockdown try and stay as close as possible.
It’s difficult to give in-depth matchup advice this early in the game so most of what I said is kinda theoryish and vague, but it sounds solid enough to me so I’m just gonna let it rock.
Yup, it adds 6 frames to everything, even blocking, which is why I think it’s so cheap. It’s not just that your opponent can’t hit you out of things, it’s that he can’t even block you or tech your throws on reaction.
With poison loaded 1v1
IAD>j.HP>c.LK>c.HP>j.HP>AD>j.MP (1 hit)>j.HP>s.HK (1)>QCF+HP>QCF+KK does a little over 6000 damage if you count the damage it does after the combo is over, but the training mode only registers 5985 before the opponent falls out of hitstun.
Does 5512 if you just start with c.LK as a punish combo instead of using and IAD>HP. Solid midscreen punish imo.
You have the right idea! But you can do a lot more with it, like relaunch! After the air-to-ground you should try dashing in & relaunch with either lp (still airborne) or lk (if you get them to land) it’s really fun & stylish & you’ll get the most damage out’ve it :3
Fucking gdlk. Orange poison will be hurting gtfo me style assists and could be a steady go-to for 3v3. +6 frames to call an assist, +3frames before the assist actually does anything, then add the assists’ startup (3-5 frame startup is the average startup for dragon punch/flashkick, I don’t know if we actually have frame data just being hypothetical). So the opponent will actually have to wait 12-15 frames for a DP assist to come out opposed to 6-9frames.
1)Not sure - I’ll edit this later with followups once I play it a bit later.
2)Yes, this is REALLY common in anime games. Almost EVERY character can crouch and make every other character’s st.lp whiff. For certain characters you’ll need to chain your combos, on blockstrings you can use this to your advantage. If you’ve ever played GG or BB you’ll know one of the more basic tick throw setups and transfer it over to this game:(on crouch blocking opponent) cr.lk[x2-3], st.lp(whiff) xx throw. The whiffed st.lp will make them want to block but will be out there just long enough to get the out of blockstun so you can throw them.
2.5) On the subject of tickthrows - Really nasty Morturary Drop tickthrow setup, don’t know if it’s been posted here, I think I’ve already read most of the stuff here but it could use some repeating. [anystarter], st.hp xx 63214LP+LK. Delay the cancel from st.HP and command throw as long as you can while allowing it to still be special cancelled, if done right the opponent will still be in hitstun while you activate mortuary drop and will be out of hitstun as soon as valentine is on top of them.
Run a team of 2 with someone to help you get in, the game isn’t 1v1 so experiment with different custom assists and such. I’m running peacock myself to help get in with boxcar george, however if you want to fight against a spammer try running cerebella with DP + LP, the projectile reflector that staggers on CH. Also now that I think about it, I need to test if/what val’s lvl2 counters against peacock.
This is the poison variant of the combo that I posted. Thanks for helping me out. There’s different things you can with depending on which vial you have loaded and this is the poison one. My video shows the hitstun vial, and the input lag vial allows for resets and craziness. If you don’t have a vial stored you can just do s.HK, s.HK, s.HK at the end into qcf.KK for about 4600+ damage.
I run Valentine/Filia with cr.mk as custom assist, leads to ghetto command grab unblockables(?). And the computer taught me you could connect with a second savage bypass after the first one.
So what’s the average single meter midscreen BnB damage for Valentine with no prepped vials? Currently I’m getting 5.1K with a 1.00 modifier. A bit of effort for the amount of damage she can get compared to other characters. She does have great rushdown though, so I guess her damage can’t be too high.
On the subject of Mortuary Drop, is there a follow up to it? I thought I read somewhere that you can dash in quick to follow up, but they seem to be too far away after they land most of the time to do anything.
The Peacock player I was playing against used Peacock/Double. Peacock would spam everything and any hole was filled with Double’s assist that will push you half screen on block or full screen on hit. Coupled with supers to push you back further, it is really the most annoying thing ever. I ran Valentine/Cerebella. I did find out that during Peacock’s laser super (don’t know the name) you can do a Checkmate Incision (236+PP) in the middle of it and it will beat out her super and allow you to get in. Can’t remember if it worked full screen, but it did mid to close.
c.LK c.MK(1) c.HP j.MP(1) j.HP xx AD j.MP (1) j.HP > land c.MK(1) c.HP j.HK xx AD j.MK j.HK xx QCF HK xx QCF KK
I actually just optimized it a little more, now it’s 5.3K. Still seems a bit low compared to my Painwheel combos haha, damage on par with Peacock so far.
Same as before, only doing all those multi-hit normals paid off after all the scaling~
c.lk c.mk(1) c.hP j.hp ad j.hp qcf+hk land c.mk(1) c.hp j.lk j.hp ad j.mp(1) j.hp land j.lp j.mp(1) j.hp land lp x3 lk mp(all) x2 mk(all) hk x3 xx qcf+hk xx qcf+kk
& I unlocked an achievement >_> checks
Prolix
Words are fun - expand your vocabulary. (maybe get a high-racking # of hits in a combo? What with all dem combo prefixes & all AMIRITE?)
Swift Edit: Missed some mp hits the first press, updated the REAL 36E DAMAGE~
Yup! It takes really delayed aerials (after j.hp) to get them to restand & j.mp lowers them the most. j.mp is your best bet :: you can get them in early on in the combo after an lp/lk if you so choose :: example: c.hp j.lk j.mp j.hp ad (hold) j.lk j.hp gets them perdy close to the ground & they start restanding after a normal or 2.
Hope that about clarifies it! I’m gunna have to find a more dmg’ing mid-screen & i’ma try using all the multi-hit normals @ the end & see what gives~